Counterargument: The 16 things that happen other than just displaying images on the screen aren't relevant, have been done before, or has equivalent complexity to other systems.
Well OK. I just can't argue with that.
"A modern CPU SOC is no more than a souped up 6502."
That's true, if you ignore the integrated video, complex cache management, integration of networking/sound/northbridge/southbridge, secure enclaves, and significantly higher performance characteristics that result in subtle changes driving unexpected complexity. All of those things have been done elsewhere.
So if that's your perspective then we'll just have to agree to disagree.
Though I will point out the fact that all of those non-monitor components that you described also require custom drivers, which require their code to be signed, which was ultimately the item the OP took issue with. I'm frankly surprised that after acknowledging the amount of re-implementation VR requires, across numerous non-monitor disciplines, fusing the data in 11ms, for total motion-to-photon latency of 20ms or less, you still feel this is "common and straightforward."
But OK. I don't know your coding skill level, so this may be true.
And per this point:
> interpolation sounds a bit more complicated, I'll grant you that, but still pretty doable.
Valve has still not released an equivalent to Oculus's asynchronous spacewarp. If you feel it is "pretty doable" you would do a huge service to the SteamVR community if you could implement it and provide the code to Valve.
See https://developer.oculus.com/blog/asynchronous-spacewarp/ for details.